Forum posts

idk how to delete it im sorry :zonked:
Posted 2 weeks ago2024-04-13 09:11:33 UTC
in Train Randomly getting stick? Post #348708
Nothing unusual is happening. monster_urby, why do you consider it a bug? The glass door triggers the multi_manager when it opens, and then the glass door triggers the multi_manager again, when it closes. The train gets disabled one second after the glass door closes, before the train can reach it's final destination, which is how it should be, since the multi_manager is timed to trigger the train after oner second. The glass door triggers the multi_manager with the Target attribute, which fires when the door either opens or closes. There is also the attribute "Fire on Close", but RoboRufus7 did not use it. I would solve this by setting the door's attribute "delay before close" to -1, and close the door manually with the multi_manager.

Use "developer 2" in the console, then you will see what each entity is doing.

Edit: I wrote a stupid thing, if I did that, then the door would keep opening and closing forever. You need to trigger the multi_manager with the path_corner, and open and close the door with the multi_manager. And the door needs the "Toggle" Flag marked so it can be triggered more than once.
Posted 2 weeks ago2024-04-12 00:04:31 UTC
in Train Randomly getting stick? Post #348707
ohh ok.

what i did was have the path open door further back and the train just doesent stop moving. it goes through the doors then they close automaticly.

Thanks for all the help, realy appreciate it
Posted 2 weeks ago2024-04-11 22:43:10 UTC
in Train Randomly getting stick? Post #348706
Ignore me, I get the two mixed up. You're using path_corner, keep doing that.

path_track is for func_tracktrain, like the intro tram or drivable trains.
monster_urby monster_urbyGoldsourcerer
Posted 2 weeks ago2024-04-11 21:18:21 UTC
in Train Randomly getting stick? Post #348705
Hello,

Thank you VERY much for getting back to me so soon. I will try this and share if it works or not.

Thank you for the advice aswell,
RoboRufus7

Edit: Ive been using path corners. Should i switch to path track? what is the difference?
Posted 2 weeks ago2024-04-11 17:45:46 UTC
in Train Randomly getting stick? Post #348704
So, it appears that this is due to the doors closing. When they close, they appear to trigger the multimanager again, disabling the train after one second.

Seems like an usual bug which I've not seen before where a door that targets a multimanager will also fire on close. Not sure if that's a new bug after the 25 year update or not...

In any case, the way to get around this for now would be to have the path_track target the multimanager, and have THAT handle the opening of the doors at 0 seconds.

Also, you didn't ask about this, but a little more advice:
  • Your grates and railings should be using the Solid Render Mode, not Texture. Texture makes them glow in the dark and show glass decals when shot.
  • Try to avoid using the Fit button when texturing. It stretches and squashes textures and can lead to compiling issues further down the line.
monster_urby monster_urbyGoldsourcerer
Well, since you appear to have overwritten the initial post, nobody has any idea what you're talking about...
monster_urby monster_urbyGoldsourcerer
this also happens in regular half life, guess im doing a bugfix lol
(OK NEVERMIND I GOT SOME HELP WITH IT, CARRY ON)
Posted 2 weeks ago2024-04-10 09:46:36 UTC
in Train Randomly getting stick? Post #348699
Heh, this was uploaded at 00:41 for me. If nobody else picks this up I will try take a look tonight after work. If you're happy to join the Discord, somebody in #mapping-help might be able to get to this sooner. :)
monster_urby monster_urbyGoldsourcerer
Posted 2 weeks ago2024-04-10 00:41:49 UTC
in Train Randomly getting stick? Post #348698
Ok, Here is the link to the map: https://twhl.info/vault/view/6895 if you run it, walk into the birg room, get in the lift and press the yellow button. I am using JACK if that helps.

Thank you again.
Posted 3 weeks ago2024-04-09 13:47:43 UTC
in help me with this please Post #348697
For want of a better response from the OP, here is a tutorial which covers the basics of triggering NPC dialogue: Scripted Sentences
monster_urby monster_urbyGoldsourcerer
Posted 3 weeks ago2024-04-09 13:37:41 UTC
in Train Randomly getting stick? Post #348696
Hard to judge based on the description alone. Perhaps you could upload the compiled map with the source files to the vault under the Problems category?
monster_urby monster_urbyGoldsourcerer
Posted 3 weeks ago2024-04-09 00:56:36 UTC
in Train Randomly getting stick? Post #348695
Hello,

My train gets randomly stuck for no reason. nothing is blocking the path, and the path doesn't end for a while. the train stops moving, but it keeps making the moving sound. How do I fix this?

Thank you
Posted 3 weeks ago2024-04-08 12:35:32 UTC
in Half-Life Asset Manager Post #348694

Half-Life Asset Manager V3.0.0 Beta 1 Released

Half-Life Asset Manager V3.0.0 Beta 1 has been released. For more information and a download link see this page: https://github.com/SamVanheer/HalfLifeAssetManager/releases/tag/HLAM-V3.0.0-beta001
Posted 3 weeks ago2024-04-08 02:48:26 UTC
in making an npc healthbar for half life 2 Post #348693
im making a hl2 mod, the healthbar isnt necessary to have but it would be useful, im really new to source engine modding at all so im not going to know most things, i can compile client and server dlls fine though. could someone show me some ways to start? i dont need numbers, just a green bar above an npcs head.
Posted 3 weeks ago2024-04-07 12:53:18 UTC
in custom model animation isues Post #348692
I am making a beta mod and took the mp5k and for some reason the animations are apsolutely broken. They dont work propper. Once you start the firing the first shot animation plays but then it switches to a defualt static mp5k firing. Any fix or suggestions?
User posted image
Posted 3 weeks ago2024-04-06 13:48:12 UTC
in help me with this please Post #348691
Please post your solution, so that others that stumble upon this thread may learn from it. 🙂
Posted 3 weeks ago2024-04-06 05:51:59 UTC
in help me with this please Post #348690
is it possible to make it so when you walk into a trigger a scientist says a certain voiceline?
I've tried to do this but i suck at using hammer so if someone could help me that would be great

edit: nvm i just found it out
Posted 3 weeks ago2024-04-05 13:22:10 UTC
in Gmod saves not loading Post #348689
let me give an example: if i want to load a save of gm_construct while im on gm_construct, it doesn't work. but if im on gm_flatgrass and load the same save of gm_construct it works. but if i try to load a save of gm_flatgrass while on gm_flatgrass it doesn't work. its not just on construct and flatgrass, its on every map.
Dr.Orange Dr.OrangeDo you know who ate all of the donuts?
Posted 3 weeks ago2024-04-05 07:21:11 UTC
in Gmod saves not loading Post #348688
I haven't messed around with GMod in quite some years, but could you give some more details?

When loading fails, is that only happening on a particular map?
And when you say loading works from a different map, is that any other map, or a specific map?
Alright Then, I'll try that for opening the HL SDK .max Files. Will let the users here know when I've gotten it set up later Today.
Posted 3 weeks ago2024-04-02 18:50:23 UTC
in Gmod saves not loading Post #348686
everytime i want to load a save the game says that there's a lua problem

this is the error:

gamemodes/sandbox/gamemode/save_load.lua:78: attempt to call global 'Player' (a string value)
1. LoadGModSave - gamemodes/sandbox/gamemode/save_load.lua:78
2. v - gamemodes/sandbox/gamemode/save_load.lua:94
3. unknown - lua/includes/modules/hook.lua:96

if you have any idea please help! :)

Edit: the saves only work if i load them from a diffrent map
Dr.Orange Dr.OrangeDo you know who ate all of the donuts?
First, some copied info from the .nfo file from the above link .iso :
This package is an "hybrid install", witch means that I used a modified install procedure from ET's CD-ROM Ver.1.0, put the 1.2 engines from WarezArt in it and completed it with Maps & Textures from ET's CD-ROM Ver.1.1.
That's why my version shows 1.1 in the screenshot, but who knows what version is this "hybrid" : 1.0, 1.1, 1.2...

There are many cracks and updates in the .iso with no clear instructions what to do (complete mess), so after some tries and errors, I find myself this to be working :
1. Install from CD:\SETUP.EXE.
2. During the install procedure, select the "Custom" type of setup.
3. Uncheck the "Tutorials" and the "Rainbow Sentinel Lock Driver".
4. Copy CD:\UPDATE\MAXCRK1\3DSMAX.EXE to the main install dir and overwrite.
5. Right click 3DSMAX.EXE and set compatibility mode to Windows 98/ME.
6. When you run the program you will still get the error (you can close the error), but the application doesn't terminate.
7. Have fun :)
Use this :
https://archive.org/details/3dsmax12_201907
Would the Sentinel Drivers still need to be installed first or are those only necessary on Windows 98?
I will post install instructions later, as this install is more tricky.
UPDATE NO:2 So I've just settled up a Windows XP 32bit Virtual Machine using a 2001 Iso that i'll try to install 3Ds Max v1.2 on, Would the Sentinel Drivers still need to be installed first or are those only necessary on Windows 98?.
Posted 1 month ago2024-03-30 00:14:26 UTC
in Half-Life Featureful SDK Post #348678
Thanks for the bug report regarding boids. It will be fixed in the next version.

There're reasons why some FI specific features are not ported yet:
  • They're not implemented in a manner which is generelized enough to be used in other mods.
  • I just want FI to have some things unique to the mod.
I'll port FI features over time when I figure out how to implement them in a more generalized way.
You can use a multisource as a logic AND gate (i.e. all inputs must be ON at the same time).

Make sure it's only your two trigger_multiple entities that are targetting the multisource.
Hi,

is there a way to trigger a multi_manager in GoldSrc only when two seperate trigger_multiple's are being touched at the same time?

The idea is to have the mm activate when two seperate players touch two specific triggers in a DM map.

Thanks
A general note : You should use these old programs only to convert/export the old model source files to a new suitable format for use/edit with modern 3D editing software and compilers.
I have ... and :
3D Studio Max 1.2 was able to run only in XP for now
3D Studio Max 2.5 was able to run only in 98 for now
3D Studio Max 4 was able to run only in 98 for now
3D Studio Max 9 was able to run only in XP for now
Putting files inside and out of Win 98 virtual machine can be tricky, but it's doable. For easy file transfer in and out of the VM you can use ver.1.2 as you can see from above, as it's mega easy to transfer files to a XP VM ,cos Guest Additions Add-On WILL work. I can help you to install v1.2. Just use shared folder on host as a network share in the guest, it will work all the times compared to drag and drop.
I wonder what Keys do i use?
The one from the .NFO.
Pressing space or enter INSIDE the crack dos program before closing is MANDATORY.
I'm familiar only with working with "modern" models, can't help you with compiling the 0.52 Alpha models.
Oh okay, I still have my Windows 98SE Virtual Machine on my Laptop, I used NT 4.0 as I'm unable to use the Guest Additions Add-On on Windows 98 (That I hope would allow me to Drag the SDK inside the Virtual Machine) but even though i did install it, i still couldn't drag the SDK inside the Virtual Machine (Even though I had bidirectional enabled [Which I read's meant to allow one to Drag between the Host and Guest Machine)

As for the 3Ds Max software itself, I didn't know I had to install the Sentinel Drivers BEFORE 3ds Max, The .nfo said to install them afterward but your suggestion implies the .NFO file is Wrong when it comes to setting up the Program so I'll have to Start Over, I wonder what Keys do i use?

I also never knew I had to press the space button as the .nfo Instructions made no mention it of using it for the crack but I'll try that when I go try to set it up Again.

As for Compiling models, I'm still unable to Compile models as are, but while I was fiddling with the Development Drive for Cobalt-57's Absolute Zero Mod - https://www.moddb.com/mods/half-life-absolute-zero/downloads/half-life-absolute-zero-development-drive I accidentally ran a .batch file that Recompiled their Recreation of the E3 1998 MP5 so I ended up copying that plus the E3 Pistol (Although I didn't recompile that along with the Ted Barney and E3 Scientist Recreations which I just copied the Pre Compiled Models) into my Own Mod's Directory intill I can figure out how to Compile my own Models for it.
Posted 1 month ago2024-03-29 04:37:54 UTC
in Half-Life Featureful SDK Post #348673
Thanks for letting me know about that. I just tinkered around with your various config files and also read your github guide. This project is truly stunning. I've finally switched from Fi 1.6 to featureful.

Still missing all the fancy Field Intensity monsters though, but all in the good time, eh? :)

The fact that you won't re-add your story, thought and radio features saddens me immensely. Besides your mod and Todesangst2, Point of View I can't recall any other SP mod that ever did something similar. Would be a massive boost to any story driven mod to get that included in featureful even if it was just experimental.
Any chance on getting the Squad disband and recruitment feature into Featureful? Might be useful for all sorts of Npcs later on.

Bug report: monster_flyer_flock won't accept my custom models. It launches by default with the Boid model. But what I'd like for my XEN map is the real flock.mdl model. The model animations are present and accounted for.

So far I'm very happy and very grateful to you and your ambitious project..
For you: http://sndup.net/t8hd
Even better - here is ver 1.1 (hybrid) running perfectly in Virtualbox 5 on Win XP SP3 x86 :
proofproof
https://archive.org/details/3dsmax2.5 works fine for me in Win 98 SE virtual machine (Virtualbox 5 and Microsoft Virtual PC 2009).
In Win 98 first install SENTINEL/WIN_95/SENTW95.EXE, then install the 3D S Max with keys, and then apply CRACK/3DSCRACK.COM to the main installed dir and run it, inside it press space.
Other possible reason for not working is maybe what you used: Windows NT 4.0...
Getting a D3D or OpenGL accel. in Virtualbox 5 or Microsoft Virtual PC 2009 for Win 98 however is a long talk... Very long...
Posted 1 month ago2024-03-27 09:14:08 UTC
in Sky textures not downloading to client. Post #348670
Only .bsp and .wav are automatically downloaded, other files need to be specified in a .res file. Sky .tga files should be downloaded just fine, make sure you specified them correctly. Enable developer mode by entering developer 1 into console and see what is happening when you try to connect to the server in question. If you are using a dedicated server, enable developer mode in it's console as well, or use the command line argument -dev when starting it, forgot which one it is.
Posted 1 month ago2024-03-27 01:53:35 UTC
in Sky textures not downloading to client. Post #348669
So I had assumed files in gfx/env/skyname.tga were automatic downloads and that's why they weren't generated by resGen.
But then I found out clients were only seeing default skys.
So I added them to the res file. But they still weren't getting them.
I had to gather the files and send them directly to client.
Only then could they see the sky intended for the map.
So what am I doing wrong?
23/03/2024 UPDATE: Alright, So i decided to try another go at using Virtualbox 5 (The Last Version to support Windows 7) for Installing an Old Version of 3Ds Max but instead of Windows XP 32 Bit I opted to use Windows 98 so I set it up, Mounted Windows 98 but after i set up, I founded one can't use Virtualbox's Guest Additions in it so I decided to Try Windows NT 4.0. This Time Virtualbox seems to be working alright and afterward I tried installing this version of 3ds Max (I hope it's okay to link stuff like this) - https://archive.org/details/3dsmax12_201907 But I had issues with the Instructions so I uninstalled it then tried 3DsMax 2.5 using the Instructions by fgv112 listed here. -https://archive.org/details/3dsmax2.5 This Time it nearly went Alright but I got "Hardware lock drivers are not installed: Application will terminate" when Attempting to Launch it, Then i founded i had to install the Sentinel Driver so I installed it But I still got the same Problem regardless.

As for compiling Models, I remember once managing to compile the Early Gravity Gun for the HL2 Leak and it managed to compile but It replaced the Gravity Gun in the Leak so I had to move it into another Folder and return to the 100 .rar Parts for the Leak to Re-add the Leak's Default Gravity Gun so I wonder Would anything have to be compiled within the "valve" Directory instead of the other mod Directories for HL1 Related Stuff?
Posted 1 month ago2024-03-20 15:18:16 UTC
in Half-Life Updated (custom SDK) Post #348667
Unified SDK wont be able to use WON Versions of Half Life as far as I know, so you wont get a version probably. as for the Models and stuff, just ask your stuff in the GoldSrc Forums
Tarek TarekA literal dumbass who uses Hammer++
Posted 1 month ago2024-03-20 09:07:12 UTC
in Half-Life Updated (custom SDK) Post #348666
Hi there Solokiller, I know the Steam Versions of Half-Life is the Updated SDK's Priority but I wonder do you know if anyone on the Forums (Or other Half-Life Forums) have done Something Similar to the Unified SDK for the WON Versions of Half-Life? (I'm specifcally using V1.0.0.9 Which has this CD Case - https://www.mobygames.com/game/2728/half-life-game-of-the-year-edition/cover/group-2289/cover-28113/ for 2 Mods I'm working on even though most WON Compatible Mods i've seen online seem to Target the Last Update [V1.1.1.0])

I'm also wondering can I ask Questions in regards to Models on Here or if any of the Other Members that help out with HL:Updated Could point me in the Right Direction in regards to Coding or other Stuff?
Posted 1 month ago2024-03-20 08:11:11 UTC
in Looping sounds doesn't work (EP2) Post #348665
It appears Source just ignores the ending cue point. At the end of the file, it correctly loops back to the start cue, so I suppose that's something.

No idea how to make any sort of "wind down" now though, if it's impossible to loop the middle and later play the end...
Posted 1 month ago2024-03-19 22:20:56 UTC
in Looping sounds doesn't work (EP2) Post #348664
This is for music, btw; I've tried a different solution where I rendered intro and looping part of a song separately and played them by repeatedly triggering the PlaySound input of the ambient_generic, but even with precise timings, there was a noticable gap in there, so that didn't work either.
Posted 1 month ago2024-03-19 22:19:55 UTC
in Looping sounds doesn't work (EP2) Post #348663
I've consulted the VDC article on this (Looping a sound) and tried two of the programs there, LoopAuditioneer and Goldwave.

LoopAuditioneer lets me create loop points, for which I can input precise sample numbers, but which Source just straight up doesn't pick up on. The entire file loops. It also lets me create cue points, which I can only create by vaguely clicking into the waveform with the mouse without any sort of sample precision.

Goldwave lets me create cue points by inputting specific timecodes, so that's what I did. I used their online version, since I didn't want to bother with the trialware. I named them as the wiki shows (start_cue and end_cue) and saved the file.

The entire file just loops from start to finish as well.

My files are 44.1 kHz 16-bit PCM WAV files, which is within the specifications the VDC wiki outlines ("Source supports uncompressed 8-bit and 16-bit PCM"). I used a hex editor to verify the appropriate "cue" chunk has been written into the file by Goldwave.

I'm a little out of my depth here and at my wits' end; I've followed the tutorials letter for letter and it still doesn't work. What am I doing wrong?
Posted 1 month ago2024-03-18 13:42:00 UTC
in help with bug Post #348662
That's not a bug but instead a common level design error known as a Leak. It means that the level isn't properly sealed (all entities must be contained within world geometry).

This guide can help you fixing those leaks.
Posted 1 month ago2024-03-18 01:27:22 UTC
in Problem with music Post #348661
Thanks!
Posted 1 month ago2024-03-17 15:09:01 UTC
in help with bug Post #348660
hello, I am making a hl1 mod and I've got a problem, the lights aren't working, and everything seems fike in fullbright, can someone help?
Ok I found the issue, was connected to another part pf the code and not the Reload itself. Also I used the bits_COND_SPECIAL function that is also used in the HGRUNT to connect to my weapon to trigger the prone.
Now it is fine.
Posted 1 month ago2024-03-17 03:03:56 UTC
in Post your screenshots! WIP thread Post #348658
Dr. T i like the style of your maps so far :-)

Any updates in the last 9 months about the map?
Posted 1 month ago2024-03-16 15:08:11 UTC
in Problem with music Post #348657
unfortunately this is a bug that affects all goldsrc mods (even including the expansions) and there's no real workaround. the most you can do is play it thought an ambient_generic but that would require a lot of compression of the audio file
breadloaf breadloafrespectable individual
Posted 1 month ago2024-03-16 01:11:51 UTC
in Half-Life Featureful SDK Post #348656
There's some documentation on wiki, e.g. https://github.com/FreeSlave/halflife-featureful/wiki/Other-entities
The wiki just lists changes comparing to Half-Life. For (re)implemented SoHL or Sven Co-op entities you'll need to refer to the corresponding tutorials. The FGD itself serves as documentation since most of the new entities and property names has descriptions you can read in J.A.C.K.

While Field Intensity uses the same codebase it has some adjustments that are currently not available in Half-Life Featureful SDK.
I'm not sure what you mean by test maps. There's only one demo map included in the Half-Life Featureful archive.
Posted 1 month ago2024-03-15 18:08:30 UTC
in Half-Life Featureful SDK Post #348655
Sounds lovely... I will have a check on it. At the moment I'm working only with your Field Intensity Build v1.6 so I haven't even started yet to check out featureful.

Are there some documentation files you published somewhere explaining what each new entitiy does? I did go through your test maps on the Field Intensity SDK. Some maps didn't work as they should've as far as I could've determined.

Anyway stay on it. You're doing a wonderful job as always. :)